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876941 Posts in 32840 Topics- by 24280 Members - Latest Member: varagtp

May 18, 2013, 06:00:44 AM
TIGSource ForumsDeveloperFeedbackFinishedRed Rogue
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st33d
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« Reply #1080 on: July 20, 2012, 01:10:19 PM »

Update 410

added sounds for balrog, mimic, punch-gates, lightning and mushroom traps
sleep has its own music now

thanks to nate for more top quality sounds

doing one more dungeon feature, then going to finally bring back the ability to save and quit
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st33d
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« Reply #1081 on: July 21, 2012, 03:35:03 AM »

Whoo! Someone's done another let's play:

http://www.youtube.com/watch?v=tpndojWMhVg

He spends a lot of it moaning about the lack of saving but seems to be having fun. I will put saved games as a priority after this last feature - it's one I feel adds to the mythology and is a common trope of RPGs that fits in well with the chaos dungeon.
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Nate_G
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« Reply #1082 on: July 21, 2012, 02:02:08 PM »

Update 410


thanks to nate for more top quality sounds


 Grin Grin Grin
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icefishing v, a noise-based ambient game: http://forums.tigsource.com/index.php?topic=28630.30
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DIY audio experiments. Industrial ambient music. Sound design. www.gallardosound.com
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@Poxican
st33d
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« Reply #1083 on: July 22, 2012, 06:06:37 AM »

Update 411

doubled the chance of cursed and blessed items

based on the let's play feedback I added the following:
equipment auto-sorts by default. there is an option to turn it off in the inventory
the map reveals itself when the level is cleared - when returning to a cleared level, if there is nothing in the level to be recycled the map will be revealed when returning to it
missile weapons now add the user's knockback, stun and 1/4 of their damage stat (I originally went for realism on missile weapons and it plays out that it doesn't fit with levelling up all the time)
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st33d
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« Reply #1084 on: July 24, 2012, 12:09:11 AM »

Update 412

minimap reveal now shows where portals and exits are
altars to Rng, god of chaos can now be prayed to from level 3 onwards

(an altar of Rng is effectively a magical slot machine that pays out good things and bad things - just press up to use)
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killozapit
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« Reply #1085 on: July 24, 2012, 09:17:24 AM »

Heh, alters to RNG? I approve! Better then "Marklar" or "Zillyhoo" or some other madee up god name for sure. Tongue So what do you pay the alter with, hearts?
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st33d
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« Reply #1086 on: July 24, 2012, 12:53:03 PM »

Nothing. Trying to get new players to sacrifice items would be impossible. No one but hardened roguelike players would figure it out. Just press up to try your luck.

Have uploaded a new build with a fix for dropping items in the areas outside the dungeon. Items now remember where they were dropped and items dropped in the underworld no longer vanish (bugfix).

Now working on game saving. Tackling the menu state first.
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killozapit
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« Reply #1087 on: July 24, 2012, 01:01:28 PM »

I wonder if the underworld will work good for cross-game storage, since it's more difficult to get to then the overworld, and there is not really much point in going there ATM. Plus, story-wise it would make sense that it's sort of not part of the time bubble the rest of the game is in.
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st33d
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« Reply #1088 on: July 24, 2012, 02:21:39 PM »

That's the current plan. The overworld is time-locked and the underworld is at the end of time (hence all the stars are blowing up).

Altars can also open portals. Plus I mean to have portal locations be permanent across games. Once a way is opened to the overworld you should be able to use it again in future games - that will hopefully help new players figure out the warehouse mechanic.
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Rumrusher
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« Reply #1089 on: July 24, 2012, 04:50:00 PM »

So what about giving the player control of Minion if they happen to end up killing rogue? then having the goal be to backtrack your way through levels they explored being refilled with monsters in a mad dash to the overworld to revive/meet up her. Combine with portals locations being permanent it make add a unique take to death.
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stupidgoatboy
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« Reply #1090 on: July 27, 2012, 06:21:11 PM »

Hi!

This is a surprisingly neat little game with lots of nice touches!

One small bug I noticed: I used a portal to a mini-dungeon and, from there, used a portal to the overworld.  Attempting to exit the overworld through the return portal said "returning to dungeon level 5" but just removed my character and kept showing the overworld level.

Actually, this could be considered some kind of amusing paradox death and I can't really complain...  Screamy
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st33d
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« Reply #1091 on: July 28, 2012, 01:23:32 AM »

Yah, probably broke the pocket dungeon at some point because there's been a lot of changes since I implemented it. I should really sit down and make sure it works. Thanks for letting me know.
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st33d
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« Reply #1092 on: July 28, 2012, 02:53:24 AM »

Update 414

The game will now save your settings. This includes the various modes, sound settings, custom keys, hot-keys and also all Lore that has been unlocked. Settings are saved automatically when visiting a new level/area and through use of the save settings option.

This is the first major hurdle in saving data, next is save and quit.

I'm going to work on the pocket dungeon and make sure that isn't broken any more, then I plan to get save and quit working - which will include the underworld and overworld becoming warehouses for storing items.
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ziznak
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« Reply #1093 on: August 03, 2012, 10:45:36 PM »

Great game!  I've been playing off an on since I heard about it on roguelike radio.  The sound fx and blood spatter kick ass.
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Sean A.
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« Reply #1094 on: August 03, 2012, 11:00:21 PM »

Man I saw this way back at maybe 7 or 8 pages. It's really great to see someone continue to work on their projects and I have so much respect for you. Fucking 414 updates, that's inspiring. Congratulations. Also the game is a blast but my minion seemed to disappear, I don't know if he died or got stuck somewhere, he also stole a lot of my kills but I guess the exp all goes to the same place.

Keep on it  Beer!
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